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Post by Gooby on Apr 7, 2014 12:08:18 GMT
So I've been making this map for quite a long time now, and it's time I started optimizing it correctly. I've tried different things and it seems to somewhat work.. I made a video on me running through the map with mat_leafvis 1 so you can see the leaves ( durr ). What I was wondering is that the game is rendering stuff the leaves can't draw a line to ( walls should be blocking ..) Me shooting through the walls means me wondering why the game is rendering the stuff I'm aiming at. www.youtube.com/watch?v=cvdMMQQyeYAwhat the hell, the video file is 500mb yet the quality is that bad. Wow. map: www.gamefront.com/files/24159941/csgo.rarTell me if you need the hammer file
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Post by Zeph on Apr 7, 2014 14:26:37 GMT
I'd always need the hammer file do you compile on Vis=fast or Vis=normal? You must do "normal" for optimisation. If it takes ages (i.e. more than a few seconds), you're not optimised enough. You map looks well built, so shouldn't take much to optimise. However, i cannot tell how "snapped to grid" it is. Basically some large HINTs (placed correctly) will cull stuff behind buildings: On corners and edges, etc. Of course, if the building has windows allowing visibility through it, then this wont work (and area portal windows will be necessary). Walls may not block visibility due to the visleaf on the other side extending higher than the wall (and is therefore visible on the from either side). A horizontal HINT along the top of the wall would fix this. Plenty more examples like this.
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Post by Gooby on Apr 7, 2014 15:37:29 GMT
Yes, I've added a lot of hints everywhere, for example at 160 height. I'm starting to think the visclusters maye be causing this.. ( I only put them at the top of the map where there are free space and other places where you shouldn't go anyways Here is the hammer file: www.gamefront.com/files/24160244/de_tempname06257.rar
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Post by Gooby on Apr 7, 2014 15:53:25 GMT
Damn I really need to make an account soon ( can't edit posts ) And yes, I use VIS Normal
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